This makes it possible to disable all the extensions when forcing workarounds. Also it will allow future options to selectively disable each extension to know which one is buggy.
428 lines
11 KiB
C++
428 lines
11 KiB
C++
/*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2020 Blender Foundation.
|
|
* All rights reserved.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#include "BKE_global.h"
|
|
|
|
#include "BLI_string.h"
|
|
|
|
#include "GPU_platform.h"
|
|
|
|
#include "gl_backend.hh"
|
|
#include "gl_debug.hh"
|
|
#include "gl_vertex_buffer.hh"
|
|
|
|
#include "gl_shader.hh"
|
|
#include "gl_shader_interface.hh"
|
|
|
|
using namespace blender;
|
|
using namespace blender::gpu;
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Creation / Destruction
|
|
* \{ */
|
|
|
|
GLShader::GLShader(const char *name) : Shader(name)
|
|
{
|
|
#if 0 /* Would be nice to have, but for now the Deferred compilation \
|
|
* does not have a GPUContext. */
|
|
BLI_assert(GLContext::get() != NULL);
|
|
#endif
|
|
shader_program_ = glCreateProgram();
|
|
|
|
debug::object_label(GL_PROGRAM, shader_program_, name);
|
|
}
|
|
|
|
GLShader::~GLShader(void)
|
|
{
|
|
#if 0 /* Would be nice to have, but for now the Deferred compilation \
|
|
* does not have a GPUContext. */
|
|
BLI_assert(GLContext::get() != NULL);
|
|
#endif
|
|
/* Invalid handles are silently ignored. */
|
|
glDeleteShader(vert_shader_);
|
|
glDeleteShader(geom_shader_);
|
|
glDeleteShader(frag_shader_);
|
|
glDeleteProgram(shader_program_);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Shader stage creation
|
|
* \{ */
|
|
|
|
char *GLShader::glsl_patch_get(void)
|
|
{
|
|
/** Used for shader patching. Init once. */
|
|
static char patch[512] = "\0";
|
|
if (patch[0] != '\0') {
|
|
return patch;
|
|
}
|
|
|
|
size_t slen = 0;
|
|
/* Version need to go first. */
|
|
STR_CONCAT(patch, slen, "#version 330\n");
|
|
|
|
/* Enable extensions for features that are not part of our base GLSL version
|
|
* don't use an extension for something already available! */
|
|
if (GLContext::texture_gather_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
|
|
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
|
|
* shader so double check the preprocessor define (see T56544). */
|
|
STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
|
|
STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
|
|
STR_CONCAT(patch, slen, "#endif\n");
|
|
}
|
|
if (GLContext::shader_draw_parameters_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
|
|
STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
|
|
}
|
|
if (GLContext::texture_cube_map_array_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
|
|
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
|
|
}
|
|
|
|
/* Derivative sign can change depending on implementation. */
|
|
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
|
|
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
|
|
|
|
BLI_assert(slen < sizeof(patch));
|
|
return patch;
|
|
}
|
|
|
|
/* Create, compile and attach the shader stage to the shader program. */
|
|
GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
|
|
{
|
|
GLuint shader = glCreateShader(gl_stage);
|
|
if (shader == 0) {
|
|
fprintf(stderr, "GLShader: Error: Could not create shader object.");
|
|
return 0;
|
|
}
|
|
|
|
/* Patch the shader code using the first source slot. */
|
|
sources[0] = glsl_patch_get();
|
|
|
|
glShaderSource(shader, sources.size(), sources.data(), NULL);
|
|
glCompileShader(shader);
|
|
|
|
GLint status;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
if (!status || (G.debug & G_DEBUG_GPU)) {
|
|
char log[5000] = "";
|
|
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
|
|
if (log[0] != '\0') {
|
|
switch (gl_stage) {
|
|
case GL_VERTEX_SHADER:
|
|
this->print_errors(sources, log, "VertShader");
|
|
break;
|
|
case GL_GEOMETRY_SHADER:
|
|
this->print_errors(sources, log, "GeomShader");
|
|
break;
|
|
case GL_FRAGMENT_SHADER:
|
|
this->print_errors(sources, log, "FragShader");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!status) {
|
|
glDeleteShader(shader);
|
|
compilation_failed_ = true;
|
|
return 0;
|
|
}
|
|
|
|
debug::object_label(gl_stage, shader, name);
|
|
|
|
glAttachShader(shader_program_, shader);
|
|
return shader;
|
|
}
|
|
|
|
void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
|
|
}
|
|
|
|
void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
|
|
}
|
|
|
|
void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
|
|
}
|
|
|
|
bool GLShader::finalize(void)
|
|
{
|
|
if (compilation_failed_) {
|
|
return false;
|
|
}
|
|
|
|
glLinkProgram(shader_program_);
|
|
|
|
GLint status;
|
|
glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
|
|
if (!status) {
|
|
char log[5000];
|
|
glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
|
|
fprintf(stderr, "\nLinking Error:\n\n%s", log);
|
|
return false;
|
|
}
|
|
|
|
interface = new GLShaderInterface(shader_program_);
|
|
|
|
return true;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Binding
|
|
* \{ */
|
|
|
|
void GLShader::bind(void)
|
|
{
|
|
BLI_assert(shader_program_ != 0);
|
|
glUseProgram(shader_program_);
|
|
}
|
|
|
|
void GLShader::unbind(void)
|
|
{
|
|
#ifndef NDEBUG
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Transform feedback
|
|
*
|
|
* TODO(fclem) Should be replaced by compute shaders.
|
|
* \{ */
|
|
|
|
/* Should be called before linking. */
|
|
void GLShader::transform_feedback_names_set(Span<const char *> name_list,
|
|
const eGPUShaderTFBType geom_type)
|
|
{
|
|
glTransformFeedbackVaryings(
|
|
shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
|
|
transform_feedback_type_ = geom_type;
|
|
}
|
|
|
|
bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
|
|
{
|
|
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
|
|
return false;
|
|
}
|
|
|
|
GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));
|
|
|
|
BLI_assert(buf->vbo_id_ != 0);
|
|
|
|
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id_);
|
|
|
|
switch (transform_feedback_type_) {
|
|
case GPU_SHADER_TFB_POINTS:
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
break;
|
|
case GPU_SHADER_TFB_LINES:
|
|
glBeginTransformFeedback(GL_LINES);
|
|
break;
|
|
case GPU_SHADER_TFB_TRIANGLES:
|
|
glBeginTransformFeedback(GL_TRIANGLES);
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GLShader::transform_feedback_disable(void)
|
|
{
|
|
glEndTransformFeedback();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Uniforms setters
|
|
* \{ */
|
|
|
|
void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
|
|
{
|
|
switch (comp_len) {
|
|
case 1:
|
|
glUniform1fv(location, array_size, data);
|
|
break;
|
|
case 2:
|
|
glUniform2fv(location, array_size, data);
|
|
break;
|
|
case 3:
|
|
glUniform3fv(location, array_size, data);
|
|
break;
|
|
case 4:
|
|
glUniform4fv(location, array_size, data);
|
|
break;
|
|
case 9:
|
|
glUniformMatrix3fv(location, array_size, 0, data);
|
|
break;
|
|
case 16:
|
|
glUniformMatrix4fv(location, array_size, 0, data);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
|
|
{
|
|
switch (comp_len) {
|
|
case 1:
|
|
glUniform1iv(location, array_size, data);
|
|
break;
|
|
case 2:
|
|
glUniform2iv(location, array_size, data);
|
|
break;
|
|
case 3:
|
|
glUniform3iv(location, array_size, data);
|
|
break;
|
|
case 4:
|
|
glUniform4iv(location, array_size, data);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name GPUVertFormat from Shader
|
|
* \{ */
|
|
|
|
static uint calc_component_size(const GLenum gl_type)
|
|
{
|
|
switch (gl_type) {
|
|
case GL_FLOAT_VEC2:
|
|
case GL_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
return 2;
|
|
case GL_FLOAT_VEC3:
|
|
case GL_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
return 3;
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_INT_VEC4:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
return 4;
|
|
case GL_FLOAT_MAT3:
|
|
return 9;
|
|
case GL_FLOAT_MAT4:
|
|
return 16;
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT3x2:
|
|
return 6;
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT4x2:
|
|
return 8;
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4x3:
|
|
return 12;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static void get_fetch_mode_and_comp_type(int gl_type,
|
|
GPUVertCompType *r_comp_type,
|
|
GPUVertFetchMode *r_fetch_mode)
|
|
{
|
|
switch (gl_type) {
|
|
case GL_FLOAT:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_FLOAT_MAT4:
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT3x2:
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4x2:
|
|
case GL_FLOAT_MAT4x3:
|
|
*r_comp_type = GPU_COMP_F32;
|
|
*r_fetch_mode = GPU_FETCH_FLOAT;
|
|
break;
|
|
case GL_INT:
|
|
case GL_INT_VEC2:
|
|
case GL_INT_VEC3:
|
|
case GL_INT_VEC4:
|
|
*r_comp_type = GPU_COMP_I32;
|
|
*r_fetch_mode = GPU_FETCH_INT;
|
|
break;
|
|
case GL_UNSIGNED_INT:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
*r_comp_type = GPU_COMP_U32;
|
|
*r_fetch_mode = GPU_FETCH_INT;
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
}
|
|
}
|
|
|
|
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
|
|
{
|
|
GPU_vertformat_clear(format);
|
|
|
|
GLint attr_len;
|
|
glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
|
|
|
|
for (int i = 0; i < attr_len; i++) {
|
|
char name[256];
|
|
GLenum gl_type;
|
|
GLint size;
|
|
glGetActiveAttrib(shader_program_, i, sizeof(name), NULL, &size, &gl_type, name);
|
|
|
|
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
|
|
if (glGetAttribLocation(shader_program_, name) == -1) {
|
|
continue;
|
|
}
|
|
|
|
GPUVertCompType comp_type;
|
|
GPUVertFetchMode fetch_mode;
|
|
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
|
|
|
|
int comp_len = calc_component_size(gl_type) * size;
|
|
|
|
GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
|
|
}
|
|
}
|
|
|
|
/** \} */
|